Crit: This is a really beautiful piece of installation work. Excellent command of color, scale, and leading line. I am intrigued seeing this beside your VR piece, almost like one is the outside of a place and the VR piece the inside. And I'm seeing themes of apartment homes, doorways and windows, and empty places with only hints of people. The trailing windows suggest memory or movement in time, while also acting as background buildings and a link between the two main towers. The glass path could be going towards or away from something or someone represented by the buildings and then there's the circular space providing a vista to see the momentous mountains/altars/skyscrapers plunging from sandy ground. Something about the color palette and the stillness adds a quality of the ephemeral to this piece, as well as a dream-like serenity. The scale of the objects and the lighting feels like an intrusion from a world of technology on this space, and that tension leaves me thinking about it even after the experience has completed. Really strong start with this one. Good Job.
Technical Notes: The execution is really nice, to have a flying character with more control you can import the flying character third person pack and make the space ship invisible. This will give the player more control as their flying.
I found myself wanting to go towards the large objects, down and under the path, and towards lights but each time there was no surprise or something more for doing so. The affordances of the space tell me to do so but the reality of it denies my curiosity. This is a challenge in interactive work not present in installation and still work. There is an expectation of reward for time and exploration. This may be a trap from games but if it is something that interests you, I would push the elements of surprise in depth when presenting such an explorable space. If you wan the viewer to pay only attention to the paths you've provided and the higher level space you have designed than think about how to restrict their movement and communicate denial. Things like avoiding door ways, arches, lit paths, windows, etc. Or if you think this denial is interesting than please do provide even more anti-affordances and make that apart of your player goals. Whatever you do, just do it with intention. :)
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Technical Notes: The execution is really nice, to have a flying character with more control you can import the flying character third person pack and make the space ship invisible. This will give the player more control as their flying.
I found myself wanting to go towards the large objects, down and under the path, and towards lights but each time there was no surprise or something more for doing so. The affordances of the space tell me to do so but the reality of it denies my curiosity. This is a challenge in interactive work not present in installation and still work. There is an expectation of reward for time and exploration. This may be a trap from games but if it is something that interests you, I would push the elements of surprise in depth when presenting such an explorable space. If you wan the viewer to pay only attention to the paths you've provided and the higher level space you have designed than think about how to restrict their movement and communicate denial. Things like avoiding door ways, arches, lit paths, windows, etc. Or if you think this denial is interesting than please do provide even more anti-affordances and make that apart of your player goals. Whatever you do, just do it with intention. :)
Grade: A-
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